[can't fix] Super Sonic DOOM major slowdown MAP02 and MAP03

Bugs that have been resolved.

Moderator: Graf Zahl

Locked
BFeely
Posts: 24
Joined: Wed Aug 31, 2005 1:40

[can't fix] Super Sonic DOOM major slowdown MAP02 and MAP03

Post by BFeely »

They no longer crash, but now when you look at a building in MAP02 or MAP03 of Super Sonic DOOM, the framerate drops to as low as less than 1 FPS, forcing me to switch to the software renderer. (which looks pretty crappy after looking at the OpenGL renderer)
Also, once I switched to software renderer, I noticed the limits to how high or low you can look are completely messed up, and can crash the game if you look to those limits.
By the way, you forgot to update the DEHSUPP lump in ZDOOM.WAD.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

I know about the problem with these maps. That's recursive sky boxes. Unlike the software renderer I can't discard them as easily. And they are probably also the reason why the software renderer crashes.

Regarding DEHSUPP, I didn't forget to add it to ZDoom.wad, I forgot to add the new ZDoom.wad to the .zip file. ;)
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

To get around this you can set gl_noskyboxes to 1. That will replace all skyboxes with the regular sky. Obviously it won't look particularly good but if you do that this WAD will be playable. I seriously doubt that I can find a solution for this that doesn't kill the performance.
BFeely
Posts: 24
Joined: Wed Aug 31, 2005 1:40

Post by BFeely »

I'm past those levels now so I don't really care. It is the worst in MAP02, but tolerable in MAP03.
User avatar
Paul
DRD Team Admin (Inactive)
Posts: 1058
Joined: Thu Jun 30, 2005 13:30
Location: Poland - Grojec / Radom
Contact:

Post by Paul »

It'll be worse in Steel works Zone 2 (forgot map number..)
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Or Map10 (Forest fortress part 2.) That map has massive amounts of crossbeam plus skybox windows. It was unplayable in software ZDoom and also unplayable with OpenGL. But all remained as it was. TUD seems to have a high threshold for crap effects...

SSD just screams for a version that uses 3D floors to create real windows instead. Then all the performance issues would go away and the maps would look much better.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

I finally did some investigations here and I had to conclude that the problem is not fixable with the way the renderer works at the moment.

This is an awful hack that depends so heavily on the software renderer's visibility clippiing that with a hardware renderer it can't be optimized properly. Maybe when polymost is working...
Locked

Return to “Closed Bugs”